System and method for dynamically determining crafting parameters based on user usage rate of a virtual space

ABSTRACT

A system and method for dynamically determining parameters of crafting activities for individual users in a virtual space are disclosed. The crafting activity parameters may be determined based on rate of usage of the virtual space by the users. In some examples, a user usage rate of the virtual space may be determined to measure an amount of time a user spend in the virtual space during a period of real-world time. Based on the determined user usage rate of the virtual space, crafting activity parameters may be determined, for example, to balance differences in time spent in the virtual space by the users. In some implementations, for such determinations of the crafting activity parameters, one or more user normalization standards may be obtained.

FIELD OF THE DISCLOSURE

This disclosure relates to balancing differences in user interactionswith a virtual space, the balancing being made by dynamicallydetermining parameters of crafting activities based on rates of usage ofthe virtual space by users.

BACKGROUND

Virtual space systems that provide crafting activities for users tocraft virtual items are known. In those systems, crafting requirementssuch as an amount and/or types of resources needed for crafting an item,time duration for the crafting, a profession or skill required for thecrafting and/or a virtual space location for the crafting are typicallydetermined statically for all users in the virtual space.

SUMMARY

One aspect of the disclosure relates to dynamically determining craftingactivity parameters for a crafting activity initiated by a user based ona usage rate of a virtual space by the user. The usage rate may bedetermined based on an amount of time spent by the user in a period ofreal world time. The dynamically determined crafting activity parametersmay include a time, resource, recipe, outcome, success rate, and/or anyother parameters of the crafting activity. Based on user inputindicating that the crafting activity should be initiated, and inaccordance with the determined parameters of the crafting activity,execution of the crafting activity may be made in the virtual space. Insome implementations, one or more normalization standards related tobalancing differences in time spent in the virtual space by the usersmay be obtained. In those implementations, the parameters of thecrafting activity may be determined based on the obtained normalizationstandards. Such dynamic determinations of parameters for executing thecrafting activity in the virtual space may balance effects caused bydifferences in usage of the virtual space between users. Accordingly,unlike the conventional virtual space systems, this may make the virtualspace accessible to users who spend less time than others in the virtualspace.

In some implementations, a system configured to dynamically determinecrafting parameters based on user usage rate of a virtual space mayinclude a server. The server may operate in a client/server architecturewith one or more client computing platforms. The client computingplatforms may be associated with the users of the virtual space. Theserver may be configured to execute one or more of a space module, ausage rate module, an activity parameter module, an activity executionmodule, and/or other modules.

The space module may be configured to execute an instance of a virtualspace. The space module may implement the instance of the virtual spaceto facilitate user interactions with the virtual space. Such userfacilitations may include providing virtual space activities to theusers. A virtual space activity may provide an opportunity and/ormotivation for a user to progress in the virtual space. One example ofsuch virtual space activities is crafting activities. Craftingactivities may be provided in the virtual space for users to combine,transform, or transmute virtual resources to produce correspond virtualitems such as but not limited to, armor, weapon, potion, wardrobe,books, and/or any other virtual items. The crafting activities may beinitiated by users in the instance of the virtual space by providinginputs in accordance with the parameters of the crafting activities.

Usage rate module may be configured to determine rates of user usage ofthe virtual space. The user usage rate may be determined to quantify alevel of usage of the virtual space by the users. The usage rate may bedetermined based on an amount of time spent in the virtual space, anamount of virtual and/or real currencies spent in the virtual space, anumber of quests, missions, campaign and/or any other virtual spaceactivities participated in the virtual space, a number of virtual spacelocations engaged in the virtual space, and/or any other userinteractions with the virtual space. In some implementations, the usagerate module may be configured to determine an amount of time a userspends in the virtual space in a period based on a number of playsessions by the user and an amount of time spent for the individual playsessions by the user. Examples of such a user usage rate may include anaverage amount of time over a real-world unit of time or sliding window(e.g., average daily play time), over a play session (e.g., average playtime in a play session), the exact amount of time in the period or playsession(s) for the period, and/or any other time measurement for theuser in the virtual space.

Activity parameter module may be configured to determine parameters ofcrafting activities based on user usage rates of the virtual space. Thedetermined parameters of a crafting activity may be used for executionof the crafting activity in the virtual space, e.g., by the activityexecution module 112. Examples of crafting activity parameters mayinclude, but not limited to, time, resource, crafting recipe, outcome,success rate and/or any other crafting activity parameters. The timeparameter of a crafting activity may specify an amount of time for thecrafting activity to complete in the virtual space. The resourceparameter of the crafting activity may correspond to ingredients,materials, components, and the like needed for the crafting activity toproduce one or more corresponding items in the virtual space. The recipeparameter of the crafting activity may provide a formula and/or a set ofinstructions through which the crafting activity may be executed in thevirtual space. The outcome parameter may specify one or more virtualitems that may be crafted by the crafting activity. The success rateparameter may specify a probability of success for the craftingactivity—e.g., 90% chance that the crafting activity will produce acorresponding item for the user. In some implementations, theseparameters for a crafting activity may be determined for an individualuser by the activity parameter module based on an amount of time theuser spent in the virtual space during a previous period of real-worldtime, during a play session(s), during a sliding window of real-worldtime and/or for any other amount of real-world time.

In some implementations, the activity parameter module may be configuredto determine the crafting activity parameters based on one or more usernormalization standards. The user normalization standards may bedetermined by the provider, administrator, moderator, and/or any otherentities related to the virtual space to normalize interactions with thevirtual space by the users. In some examples, the user normalizationstandards may relate to balancing differences of time spent in thevirtual space by the users. Such user normalization standards may beused by the activity parameter module to determine crafting activityparameters for balancing time differences in participating in thecrafting activities by the users. In some implementations, the activityparameter module 110 may be configured to determine the craftingactivity parameters for an individual user based on one or more of askill, an experience level, a class, a race, a profession, a virtualitem owned, a power-ups earned, and/or any other characteristics by theuser.

Activity execution module may be configured to execute craftingactivities in the virtual space. Such executions may involve receivinginput initiating execution of crafting activities, verifying thereceived user inputs against the parameters determined for the users bythe activity parameter module, executing the crafting activities inaccordance with the crafting activity parameters, and producing craftedvirtual items in the virtual space at the end of the execution.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates one example of a system configured to dynamicallydetermine crafting parameters based on user usage rate of a virtualspace.

FIG. 2 illustrates an exemplary method for dynamically determiningcrafting parameters based on user usage rate of a virtual space.

FIG. 3 illustrates an exemplary method for dynamically determiningcrafting parameters based on user usage rate of a virtual space.

DETAILED DESCRIPTION

FIG. 1 illustrates one example of a system configured to dynamicallydetermine crafting parameters based on user usage rate of a virtualspace (also referred to herein as a “computer-implemented dame”). Forsuch dynamic determinations of crafting parameters, usage rates of avirtual space by the users may be determined to quantity levels of usageof the virtual space by the users for some real-world time. Based onsuch usage rates of the virtual space by the users, crafting parametersmay be determined for individual users to facilitate their interactionswith the virtual space. In some implementations, the crafting parametersmay be determined based on one or more user normalization standards tobalance differences in time spent in the virtual space by the users. Asso determined, the crafting parameters may facilitate craftingactivities in the virtual space that are attuned to produce balancedeffects to the users. This may improve user experience with the virtualspace by ameliorating imbalanced user progressions within the virtualspace.

In some implementations, system 100 may include a server 102. The server102 may be configured to communicate with one or more client computingplatforms 104 according to a client/server architecture. The users mayaccess system 100 and/or the virtual space via client computingplatforms 104. Server 102 may be configured to execute one or morecomputer program modules. The one or more computer program modules mayinclude one or more of a space module 106, a usage rate module 108, anactivity parameter module 110, an activity execution module 112, and/orother modules.

Space module 106 may be configured to implement the instance of thevirtual space executed by the computer modules. The instance of thevirtual space may reflect the state of the virtual space. The instanceof the virtual space may be used to push state information to clientsfor implementation on the clients, may be used to verify stateinformation generated on clients executing expressions of the instancelocally, and/or for other purposes. State information may includeinformation about the state of the virtual space such as, withoutlimitation, position information of one or more objects, topographyinformation, object status/shape information, battle information, scoreinformation, user or character progress information, user inventoryinformation, progress information for one or more activities or actions,view information describing a view of the virtual space, and/or otherinformation that describes the state of the virtual space. Expressionsof the instance executed on the clients facilitate presentation of viewson the clients of the virtual space. Expressions of the instanceexecuted on the clients may be configured to simply present views of thevirtual space based on the state information (e.g., via streaming viewinformation, object/position information, and/or other stateinformation) received from space module 106. Expressions of the instanceexecuted on the clients may include space logic that effectivelyprovides for execution of a limited version of the instance on a clientthat is synchronized and/or verified with state information receivedfrom space module 106. The view presented on a given client maycorrespond to a location in the virtual space (e.g., the location fromwhich the view is taken, the location the view depicts, and/or otherlocations), a zoom ratio, a dimensionality of objects, a point-of-view,and/or view parameters. One or more of the view parameters may beselectable by the user.

The instance of the virtual space may comprise a simulated space that isaccessible by users via clients (e.g., client computing platforms 104)that present the views of the virtual space to a user through a spaceinterface implemented on client computing platform associated with theuser. The space interface may be generated based on view informationdetermined by the space module 106. The space interface may provide oneor more virtual space controls to facilitate user actions in the virtualspace by the user. The facilitated actions may include user engagementin a combat and/or defense, virtual space maneuvers, inventorymanagement, city management, construction of infrastructure, miningactivities, virtual recourses and/or items trading or purchasing,transferring virtual resources, items and/or entities, picking upvirtual space resources, and/or any other actions in the virtual space.

In any case, the simulated space may have a topography, express ongoingreal-time interaction by one or more users, and/or include one or moreobjects positioned within the topography that are capable of locomotionwithin the topography. In some instances, the topography may be a2-dimensional topography. In other instances, the topography may be a3-dimensional topography. The topography may include dimensions of thespace, and/or surface features of a surface or objects that are “native”to the space. In some instances, the topography may describe a surface(e.g., a ground surface) that runs through at least a substantialportion of the space. In some instances, the topography may describe avolume with one or more bodies positioned therein (e.g., a simulation ofgravity-deprived space with one or more celestial bodies positionedtherein). The instance executed by the computer modules may besynchronous, asynchronous, and/or semi-synchronous.

The above description of the views of the virtual space determined fromthe instance executed by space module 106 is not intended to belimiting. The virtual space may be presented in a more limited, orricher, manner. For example, views of the virtual space may be selectedfrom a limited set of graphics depicting an event in a given placewithin the virtual space. The views may include additional content(e.g., text, audio, pre-stored video content, and/or other content) thatdescribes particulars of the current state of the place, beyond therelatively generic graphics. For example, a view may include a genericbattle graphic with a textual description of the opponents to beconfronted. Other representations of individual places within thevirtual space are contemplated.

Within the instance of the virtual space executed by space module 106,users may control characters, objects, simulated physical phenomena(e.g., wind, rain, earthquakes, and/or other phenomena), and/or otherelements within the virtual space to interact with the virtual spaceand/or each other. The user characters may include avatars. As usedherein, the term “user character” may refer to an object (or group ofobjects) present in the virtual space that represents an individualuser. The user character may be controlled by the user, with which it isassociated. The user controlled element(s) may move through and interactwith the virtual space (e.g., non-user characters in the virtual space,other objects in the virtual space). The user may initiate maneuvers todirect the movements of controlled character in the virtual space. Theuser controlled elements controlled by and/or associated with a givenuser may be created and/or customized by the given user. The user mayhave an “inventory” of virtual goods and/or currency that the user canuse (e.g., by manipulation of a user character or other user controlledelement, and/or other items) within the virtual space.

The user may participate in the instance of the virtual space by takingactions in the virtual space. In some implementations, the user actionsmay be enabled by physical controls provided by the client computingplatforms client computing platform 104 through, such as but not limitedto, play buttons, joysticks, motion sensors, cameras, keyboards, mouse,and/or any other control device provided by or coupled to clientcomputing platforms 104. In some implementations, the actions may beenabled by controls provided by graphical user interface (GUI)implemented on client computing platforms 104, such as but not limitedto, graphics, menus, dialog boxes, forms, sliding bars, buttons, radiobox, tabs, and/or any other controls provided by the GUI. In any case,as so enabled, the user may provide inputs to direct virtual spacemaneuvers, to participate in virtual activities and/or engage in otherinteractions within the virtual space. For example, a user may providean input specifying an amount of troops to be marched to a virtual spacelocation to defend that virtual space location. Commands may begenerated for the user action and may be executed by the space module106 in the virtual space such that the user interactions with thevirtual space may be effectuated in the virtual space following theexecution. Execution of such a command by the space module 106 mayproduce changes to the virtual space state, which may reflect progressesand/or results of the user initiated actions. In some examples, statechanges caused by user actions may be recorded in the electronic storage122 to facilitate persistency throughout the instance of the virtualspace.

Within the instance of the virtual space executed by space module 106,resources may be, for example, generated, cultivated, mined, harvested,purchased, earned, traded and/or gifted over time by units, characters,pets, buildings, facilities and/or any other infrastructure or entity inthe virtual space for the user. Resources may be prospected. Resourcesmay be virtual items of value that can be accumulated throughparticipation in the virtual space, rather than virtual items that canonly be bought. Resources may be virtual items that are accumulated enmasse and then used to satisfy resource requirements in the virtualspace. By way of non-limiting examples, virtual space resources mayinclude food (e.g., rice, fish, wheat, etc.), wood, minerals (e.g.,good, iron, ore, coal, oil, stone, crystal, etc.), plants, animals,virtual items, virtual currencies, and/or any other resourcesappropriate for the virtual space. Transfer of resources between usersmay be reflected through user inventories such that the transferoruser's inventory reduces an amount of the transferred resources that areadded to the transferee user.

Within the instance of the virtual space executed by space module 106,virtual space activities may be provided for users to interact with thevirtual space by the provider, administrator, moderator, and/or anyother entities related to the virtual space. The virtual spaceactivities may be provided by the provider, administrator, moderator,and/or any other entities related to the virtual space to presentopportunities and/or motivations for users to progress in the virtualspace. Typically, user may be facilitated, e.g., through spaceinterfaces, to provide inputs to initiate and/or participate in thevirtual space activities. One or more activity parameters may bespecified, e.g., by the provider, administrator, moderator, and/or anyother entities related to the virtual space for the execution of thevirtual space activities. During and/or at the end of the virtual spaceactivities, user progression in the virtual space, such as improvementsin user character experience levels, skills, strength, infrastructure,virtual items, virtual space entities in control by the user and/orother improvement in virtual space aspects related to the user typicallymay result in the virtual space. Typically, such user progression in thevirtual space may be reflected through state changes in the virtualspace and recorded in virtual space one or more database (e.g., userprofile, avatar, game, and/or any other virtual space database).

Some virtual space activities may require consumption of virtualresources. During a virtual space activity, an amount of the resourcesmay be increased or decreased in the user inventory for the activity toreflect consumption (including exhaustion) or procurement of theresources due to the virtual space activity. Some virtual spaceactivities may be associated with an amount of time duration forcompletion. Length of such time duration may vary based on variousfactors specific to the virtual space activities. For example,constructing a level 1 wall in the virtual space may require 30 minutesbuild time; constructing a level 2 wall may require 1 hour build time;constructing a level 3 wall may require 2 hour build time; constructinga level 4 wall may require 3 hour build time; and so on. The requiredtime duration for an activity may be shortened by user consumption ofvirtual items and/or resources. For example, hourglasses may be consumedby users to shorten time duration for a building, training, researchand/or any other activities within the virtual space.

Examples of virtual space activities may include crafting virtual items,constructing, upgrading, and/or demolishing buildings, training,marching, reinforcing, reassigning, recruiting, arranging formations,and/or transporting troops, attacking, developing, managing, demolishingand/or defending cities, realms, kingdoms, and/or any other virtualspace locations, researching for skills levels, experiences, miningand/or prospecting for virtual resources, participating in missions,quests, and/or campaigns, and/or any other activities provided by thevirtual space. Some virtual space activities may engage the usersagainst an environment within the virtual space—i.e., PvE activities. Insome examples, the virtual space activities may engage the users tocompete against one another within the virtual space—i.e., PvPactivities. Such virtual space activities typically provideopportunities and/or motivations for users to progress in the virtualspace.

For instance, crafting activities may be provided in the virtual spacefor users to combine, transform, or transmute virtual resources toproduce correspond virtual items such as but not limited to, armor,weapon, potion, wardrobe, books, and/or any other virtual items. Thevirtual items may be crafted for the crating users' own use in thevirtual space and/or may be traded or sold in the virtual space to otherusers. A crafting activity may be initiated by a user in the virtualspace by providing inputs. Following the user initiation of the craftingactivity, the crafting activity may be executed in the virtual space inaccordance with crafting activity parameters to reflect a correspondingcrafting process within the virtual space.

Usage rate module 108 may be configured to determine rates of user usageof the virtual space. The user usage rate may be determined to quantifya level of usage of the virtual space by the users. The usage rate maybe determined based on an amount of time spent in the virtual space, anamount of virtual and/or real currencies spent in the virtual space, anumber of quests, missions, campaign and/or any other virtual spaceactivities participated in the virtual space, a number of virtual spacelocations engaged in the virtual space, and/or any other userinteractions with the virtual space. Such user usage rates may bedetermined dynamically by the usage rate module 108 based on areal-world time window. For example, a user spending within a past monthmay be obtained and a rate of an average daily spending in that monthmay be determined by the usage rate module 108 by dividing the obtainedspending over a number of days in that month. In some implementations,such a dynamic determination of the user usage rate of the virtual spacemay be made at a sampling rate predetermined by the provider,administrator, moderator, and/or any other entities related to thevirtual space at a configuration stage of the system 100. Simultaneouslyor alternatively, the provider, administrator, moderator, and/or anyother entities related to the virtual space may determine the user usagerate of the virtual space during runtime of the system 100, e.g.,through an interface.

In some implementations, the usage rate module 108 may be configured todetermine an amount of time a user spent in the virtual space during aperiod. A user may participate in the virtual space through a virtualspace user session. Such a virtual space user session may includecomplete activities of a user within the virtual space, from the veryfirst action when the user joins the virtual space for the first time tothe last action before the user stops participating in the virtual spacefor good. Accordingly, the virtual space user session typically finisheswhen the user decides to stop interacting with the virtual space forgood or when provider, administrator, moderator, and/or any otherentities related to the virtual space stop providing the virtual spaceto users for good. However, this is not necessary the only case, thevirtual space user session may finish, in some examples, when one ormore events or game conditions have occurred and/or when one or moreobjectives have been achieved or not achieved by the user as determinedby the provider, administrator, moderator, and/or any other entitiesrelated to the virtual space. For example, the virtual user space usersession may finish when the user has killed the last monster in thevirtual space; fails to achieve certain score or experience level withinpredetermined time; the user character has been killed in the virtualspace; and so on.

A virtual space user session may include one or more play sessionsduring which a user participates in the virtual space. That is, the timefor the user to complete the virtual space user session may be dividedinto several different occasions—i.e., different play sessions. In someexamples, a play session may start from when the user logs into andfinish when the user logs off system 100 in one occasion. However, thisis not necessary the only case. A play session may be determined byprovider, administrator, moderator, and/or any other entities related tothe virtual space in however measurements as desired. For example, aplay session may be measured by duration of user participation inactivities within the virtual space such that a play session finisheswhen the user stops participating in the activities.

In any case, an amount of time a user spends in the virtual space in aperiod may be determined by the usage rate module 108 based on thenumber of play sessions the user had with the virtual space and theamount of time spent for the individual sessions during that period. Insome implementations, such user play session information may be obtainedfrom a user module that manages individual user information related tothe virtual space. In any case, with such user play session information,user usage rate, such as an average amount of time over a real-worldunit of time or sliding window (e.g., average daily play time), over aplay session (e.g., average play time per play session), an exact amountof time spent by the user in the virtual space during that period orduring a play session, and/or any other user usage rate measuring anamount time the user spends in the virtual space for some real-worldtime may be determined by the usage rate module 108.

Activity parameter module 110 may be configured to determine parametersof crafting activities based on user usage rates of the virtual space.The determined parameters of a crafting activity may be used forexecution of the crafting activity in the virtual space, e.g., by theactivity execution module 112. Examples of crafting activity parametersmay include, but not limited to, time, resource, recipe, outcome,success rate and/or any other crafting activity parameters. A timeparameter of a crafting activity may specify an amount of time for thecrafting activity to complete in the virtual space. Typically, craftingactivities that produce more elaborate or powerful items may take longertime than others to complete in the virtual space. For example, craftinga level 1 sword may take 1 hour, while crafting a level 2 sword may take2 hours to complete in the virtual space.

A resource parameter of the crafting activity may correspond toingredients, materials, components, and the like needed for the craftingactivity to produce one or more corresponding crafted items. Duringand/or at the end of the execution of the crafting activity in thevirtual space, an amount and/or type(s) of the virtual resourcesspecified by resource parameter may be consumed within the virtualspace, e.g., through resource reduction in the user inventory to reflectconsumption of the resources by the crafting activity.

A recipe parameter of the crafting activity may provide a formula and/ora set of instructions through which the crafting activity may beexecuted in the virtual space. For example, steps and/or orders offorging, drawing, bending, wielding, and/or finishing may be provided ina recipe for blacksmithing crafting activity. Accordingly, the executionof the blacksmithing activity may be carried out in the virtual spacebased on such a recipe.

An outcome parameter may specify one or more virtual items that may becrafted. Different types of crafting activities may produce differenttypes of virtual items at the end of the execution of the cratingactivities in the virtual space. For example, alchemy crafting mayproduce healing potions; blacksmithing may produce weapons and/orarmors; garment crafting may produce wardrobes having magic power;inscription may produce a book item; and so on. In some examples, withina type of crafting activity, different grades of a crafted item may bespecified by the item parameter. For example, a level 1 sword may beproduced by a blacksmithing activity that takes 1 hour, a level 2 swordmay be produced by another blacksmith activity that take 2 hours; and soon.

A success rate parameter may specify a probability that the craftingactivity will produce the virtual items as specified by the outcomeparameter. For example, a success rate of 90% may be determined of ablacksmithing activity that produces a level sword such that 9 of 10times the blacksmithing activity will produce a level 1 sword for theinitiating users. Typically, the success rate may vary depending on therecipe and/or the items to be produced. For example, the blacksmithingactivity may have a 90% success rate when executing a recipe forcrafting the level 1 sword, while have 50% success rate when executed arecipe for crafting the level 5 sword.

In any case, the activity parameter module 110 may determine thecrafting activity parameters for individual users based on the userusage rate of the virtual space as determined by the usage rate module108. For instance, the time parameter for a crafting activity may bedetermined for an individual user by the activity parameter module 110based on an amount of time the user spent in the virtual space during aprevious period of time (e.g., past hour, day, month, and etc.) and/orduring a play session. For example, in a case where the user usage rateof the virtual space is 3 hour per play session, the time parameter forthe crafting activity may be determined based on this rate such that theuser may complete the crafting activity in a current play session, e.g.2.8 hours for the crafting activity to complete. In another case wherethe user usage rate is 2.5 hour per play session, the time parameter forthe same crafting activity may be determined as 2.5 hour such that theuser may complete the crafting activity at the end of a current playsession.

In another non-limiting example, the crafting activity parameters may bedetermined by the activity parameter module 110 based on a usage ratequantifying user spending in the virtual space. For instance, a user mayspend on average 100 coins in the virtual space per play session forpurchasing X amount of virtual resources, which may be used for thecrafting activity. Based on this usage rate of the virtual space by theuser, the activity parameter module 110 may determine that the virtualresources needed for the crafting activity as specified by the resourceparameter for that user may be X+Y amount such that the user may stillneed to collect Y amount of resources for the crafting activity in acurrent play session in addition to the purchased X amount of virtualresources. In comparison, in the case where the user does not purchaseany resources in a play session, the activity parameter module 110 maydetermine X-Y amount of resources are needed for the same craftingactivity such that the user may need to collect resources for thecrafting activity, but not as much as the user who otherwise wouldpurchase X amount of the resources.

Other activity parameters of the crafting activity may be determined bythe activity parameter module 110 similarly based on the usage rate ofthe virtual space by the user. For example, the recipe parameter may bedetermined by the usage rate module 108 to provide more step(s) for oneuser having a higher usage rate than another having a lower usage ratefor the same crafting activity. Likewise, the outcome parameter may bedetermined by the usage rate module 108 to provide higher graded itemsfor those user having low usage rates than what otherwise would beproduced based on the low usage rate of those users; and the successrate parameter may be determined by the activity parameter module 110 toprovide higher success rate for the crafting activity for such usersthan the success rate otherwise would be provided based on the low usagerate of those users.

In some implementations, the activity parameter module 110 may beconfigured to determine the crafting activity parameters based on one ormore user normalization standards. In some examples, the usernormalization standards may be determined by the provider,administrator, moderator, and/or any other entities related to thevirtual space to normalize interactions with the virtual space by theusers. Such user normalization standards may be used by the system 100to provide user balances in the virtual space. For example, anormalization standard may be determined such that users with lessexperience points in the virtual space may be given a boost incompetitions with users having higher experience points. In anotherexample, a normalization standard may be determined such that users havesecured controls of a large number of mines in the virtual space maycollect resources from those mines slower than those users who have lessnumber of mines in their controls. For providing such user balances inthe virtual space, the user normalization standards may specifyadjustments based on differences in virtual space interactions betweenthe users. For example, in the case where two users engage in acompetition (e.g., a PvP battle) in the virtual space and there is a 500point difference in their virtual space experiences, an adjustment maybe determined such that their experience difference may be reduced to200 point during the competition.

In some examples, the user normalization standards may relate tobalancing differences of time spent in the virtual space by the users.For example, a user normalization standard may be determined such thatusers who spend similar amounts of time daily in the virtual space maymore or less achieve similar progression in the virtual space at the endof their daily play sessions. For instance, one user may spend 2 hour 10minutes on average in the virtual space daily, and another user mayspend 2 hour 20 minutes on average daily in the virtual space. For thesetwo users, the user normalization standard may be used to balance theirdifferences in time spent in the virtual space daily, i.e., a 10 minutedifference, such that the daily 10 minute difference will not accumulateto result in bigger user imbalance as the two users progress in thevirtual space. For example, the 10 minute differences may be offset byan amount (e.g., 5, 6, 7, 8, 9 10 minutes) such that the two users willprogress in the virtual space daily more or less the same despite the 10minute daily time difference.

Such a user normalization standard relating to balance differences intime spent in the virtual space by the users may be used by the activityparameter module 110 to determine crafting activity parameters. In thegiven example above, the time parameter of the crafting activity may bedetermined based on the user normalization standard such that the twousers will complete the same craft activity in one day should theyengage in that crafting activity despite their 10 minute difference. Insome implementations, an adjustment value for the time parameter may bedetermined by the activity parameter module 110 to adjust the timeparameter for individual users based on the user normalization standard.Still in the given example above, if a crafting activity takes 2 hour 30minutes to complete without any adjustment, an adjustment value of 10minutes may be determined for the first user such that the craftingactivity may complete in 2 hour 20 minutes to complete for that usershould that user engage in the crafting activity; and an adjustmentvalue of 20 minutes may be determined for the second user such that thecrafting activity may complete in 2 hour 10 minutes to complete for thatuser.

Similarly, the resource parameter may be determined by the activityparameter module 110 module based on the user normalization standards.For example, for users who spend less time in the virtual space daily, aless amount of virtual resource may be required for the craftingactivity such that they may collect those resources to complete thecrafting activity at the end of their play sessions, as compared tothose required for users who spend more time in the virtual space.Likewise, the recipe parameter may be determined by the activityparameter module 110 such that the user who spend less time in thevirtual space may only need to provide a less complete recipe to thecrafting activity than those who spend more time in the virtual space.The outcome parameter may be determined such that the crafting activityinitiated by the user who spends less time in the virtual space mayproduce higher graded items than those initiated by users who spend moretime in the virtual space (e.g., an item grade boost to those users whospends less time in the virtual space than others). The success rateparameter may be determined such that the crafting activity initiated bythe user who spends less time in the virtual space may have a highersuccess rate than those initiated by who spend more time in the virtualspace (e.g., a success rate boost to those users who spends less time inthe virtual space than others).

In some implementations, the activity parameter module 110 may beconfigured to determine the crafting activity parameters for anindividual user based on one or more of a skill, an experience level, aclass, a race, a profession, a virtual item owned, a power-ups earned,and/or any other characteristics by the user. Such determinations may bemade to reflect a crafting process corresponding to the craftingactivity that is appropriate for the user having the set of usercharacteristics.

Activity parameter module 110 may be configured to obtain one or moreuser normalization standards within the virtual space. In someimplementations, the user normalization standards may be stored on theelectronic storage 122 by the provider, administrator, moderator, and/orany other entities related to the virtual space. In thoseimplementations, activity parameter module 110 may be configured toobtain the user normalization standards during runtime of the system 100by accessing the electronic storage 122. In some examples, the usernormalization standards may be determined by the provider,administrator, moderator, and/or any other entities related to thevirtual space dynamically during runtime of system 100. In thoseexamples, activity parameter module 110 may be configured to obtain thedynamically determined user normalization standards at a predeterminedfrequency, e.g., a sampling rate or at instructions of the provider,administrator, moderator, and/or any other entities related to thevirtual space via a user interface to the activity parameter module 110.

Activity execution module 112 may be configured to execute craftingactivities in the virtual space. Users may provide inputs to initiatecrating activities in the virtual space. The user inputs may include atype of crafting activity to be carried out, a specific grade of item tobe crafted by the crafting activity, equipment to be used, resources tobe used, recipe to be used, and/or any other user inputs for initiatingthe crafting activity. Upon receiving such user inputs, the activityexecution module 112 may be configured to verify the user inputs withthe activity parameters for the specified crafting activity asdetermined by the activity parameter module 110. Error messages may begenerated by the activity execution module 112 in cases where a mismatchis found between the user inputs and the crafting activity parameters.In cases where the user inputs are in accordance with the activityparameters determined for user by the activity parameter module 110, theactivity execution module 112 executes the crafting activity in thevirtual space so that one or more virtual items may be created in thevirtual space at the end of the execution.

The server 102, client computing platforms 104, and/or externalresources 120 may be operatively linked via one or more electroniccommunication links. For example, such electronic communication linksmay be established, at least in part, via a network such as the Internetand/or other networks. It will be appreciated that this is not intendedto be limiting, and that the scope of this disclosure includesimplementations in which servers 102, client computing platforms 104,and/or external resources 120 may be operatively linked via some othercommunication media.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program modules. The computer programmodules may be configured to enable an expert or user associated withthe given client computing platform 104 to interface with system 100and/or external resources 118, and/or provide other functionalityattributed herein to client computing platforms 104. By way ofnon-limiting example, the given client computing platform 104 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a gamingconsole, and/or other computing platforms.

External resources 118 may include sources of information, hosts and/orproviders of virtual environments outside of system 118, externalentities participating with system 100, and/or other resources. In someimplementations, some or all of the functionality attributed herein toexternal resources 118 may be provided by resources included in system100.

Server 102 may include electronic storage 122, one or more processors120, and/or other components. Server 102 may include communicationlines, or ports to enable the exchange of information with a networkand/or other computing platforms. Illustration of server 102 in FIG. 1is not intended to be limiting. Server 102 may include a plurality ofhardware, software, and/or firmware components operating together toprovide the functionality attributed herein to server 102. For example,server 102 may be implemented by a cloud of computing platformsoperating together as server 102.

Electronic storage 122 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 122 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server 102and/or removable storage that is removably connectable to server 102via, for example, a port (e.g., a USB port, a firewire port, etc.) or adrive (e.g., a disk drive, etc.). Electronic storage 122 may include oneor more of optically readable storage media (e.g., optical disks, etc.),magnetically readable storage media (e.g., magnetic tape, magnetic harddrive, floppy drive, etc.), electrical charge-based storage media (e.g.,EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.),and/or other electronically readable storage media. Electronic storage116 may include one or more virtual storage resources (e.g., cloudstorage, a virtual private network, and/or other virtual storageresources). Electronic storage 122 may store software algorithms,information determined by processor 120, information received fromserver 102, information received from client computing platforms 104,and/or other information that enables server 102 to function asdescribed herein.

Processor(s) 120 is configured to provide information processingcapabilities in server 102. As such, processor 120 may include one ormore of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor 120 is shown in FIG. 1 as asingle entity, this is for illustrative purposes only. In someimplementations, processor 120 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor 120 may represent processing functionality of aplurality of devices operating in coordination. The processor 120 may beconfigured to execute modules 106, 108, 110, 112 and/or other modules.Processor 120 may be configured to execute modules 106, 108, 110, 112and/or other modules by software; hardware; firmware; some combinationof software, hardware, and/or firmware; and/or other mechanisms forconfiguring processing capabilities on processor 120. As used herein,the term “module” may refer to any component or set of components thatperform the functionality attributed to the module. This may include oneor more physical processors during execution of processor readableinstructions, the processor readable instructions, circuitry, hardware,storage media, or any other components.

It should be appreciated that although modules 106, 108, 110, 112 areillustrated in FIG. 1 as being implemented within a single processingunit, in implementations in which processor 122 includes multipleprocessing units, one or more of modules 106, 108, 110, 112 may beimplemented remotely from the other modules. The description of thefunctionality provided by the different modules 106, 106, 108, 110, 112described below is for illustrative purposes, and is not intended to belimiting, as any of modules 106, 108, 110, 112 may provide more or lessfunctionality than is described. For example, one or more of modules106, 108, 110, 112 may be eliminated, and some or all of itsfunctionality may be provided by other ones of modules 106, 108, 110,112. As another example, processor 120 may be configured to execute oneor more additional modules that may perform some or all of thefunctionality attributed below to one of modules 106, 108, 110, 112.

It is understood that the above description of system 100 is merelyillustrated as one example of a system configured to dynamicallydetermine crafting parameters based on user usage rate of the virtualspace. It should be appreciated that in some examples, a localizedsystem 100 may be configured according to a stand-alone architecturesuch that the system configured to provide rewards to a user in avirtual space based on user performance of gesture in accordance withthe disclosure may be localized. For example, the localized system 100may comprise a processor the same as or similar to the processor 120,e.g., a CPU, a graphical processing unit (GPU), storage, memory, an I/Osubsystem, and/or other components included the localized system 100. Inthose examples, the CPU may be configured to communicate virtual spacestate information to the GPU through any suitable wired or wirelesscommunications such as, but not limited to, a point-to-pointcommunication like a data bus included in the localized system 100. TheGPU may be configured to determine representational view information forpresenting instances of virtual space on one or more displays coupled toor included in the localized system 100. It should also be appreciatedin some other examples, multiple localized systems 100 may be connectedvia any wired or wireless links according to a distributed architecture(e.g., peer to peer networks) such that the localized systems 100 may beconfigured to operate in concert to achieve all or some of the functionsof 106, 108, 110, 112, as described above.

FIG. 2 illustrates an exemplary method 200 for dynamically determiningcrafting parameters based on user usage rate of a virtual space. Theoperations of method 200 presented below are intended to beillustrative. In some embodiments, method 200 may be accomplished withone or more additional operations not described, and/or without one ormore of the operations discussed. Additionally, the order in which theoperations of method 200 are illustrated in FIG. 2 and described belowis not intended to be limiting.

In some embodiments, method 200 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 200 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 200.

At operation 202, an instance of a virtual space may be executed andimplemented to determine view information for transmission to one ormore client computing platforms associated with users. The users mayparticipate in the virtual space by participating in activities providedtherein. In some implementations, operation 202 may be performed by aspace module the same as or similar to space module 106 (shown in FIG. 1and described herein).

At operation 204, one or more crafting activity parameters may bedetermined for a crafting activity. Examples of crafting activityparameters may include, but not limited to, time, resource, recipe, itemthat may be crafted, and/or any other crafting activity parameters. Thedetermined parameters of a crafting activity may be used to execute thecrafting activity in the virtual space. In some implementations,operation 204 may be performed by an activity parameter module the sameas or similar to activity parameter module 110 (shown in FIG. 1 anddescribed herein).

At operation 206, the crafting activity for which parameters aredetermined in operation 204 may be provided to users in the virtualspace. In some implementations, operation 206 may be performed by aspace module the same as or similar to space module 106 (shown in FIG. 1and described herein).

At operation 208, user inputs initiating execution of the craftingactivity provided to users in operation 206 may be received from a user.In some implementations, operation 208 may be performed by a spacemodule the same as or similar to space module 106 (shown in FIG. 1 anddescribed herein).

At operation 210, a usage rate of the virtual space by the user whoseinputs initiating the crafting activity is received in operation 208 maybe determined. The user usage rate may be determined to measure a levelof interaction with the virtual space by the users, such as, but notlimited to, an amount of time spent in the virtual space, an amount ofvirtual and/or real currencies spent in the virtual space, a number ofquests, missions, campaign and/or any other virtual space activitiesparticipated in the virtual space, a number of virtual space locationsengaged in the virtual space, and/or any other user interactions withthe virtual space. In some implementations, operation 210 may beperformed by a usage rate module the same as or similar to space moduleusage rate module 108 (shown in FIG. 1 and described herein).

At operation 212, the crafting activity parameters may be adjusted forthe user based on the usage rate of the virtual space by the userdetermined in operation 210. In some implementations, for such anadjustment, one or more user normalization standards may be obtained.The user normalization standards may relate to balancing differences oftime spent in the virtual space by the users. Based on the obtained usernormalization standards, adjustment values for the crafting activityparameters may be determined to adjust the time parameter for the user.In some implementations, operation 212 may be performed by an activityparameter module the same as or similar to activity parameter module 110(shown in FIG. 1 and described herein).

At operation 214, the user inputs received in operation 208 may beverified against the parameters of the crafting activity. In someimplementations, operation 214 may be performed by an activity executionmodule the same as or similar to activity execution module 112 (shown inFIG. 1 and described herein).

At operation 216, a determination whether the user inputs are inaccordance with the parameters of the crafting activity is made. In someimplementations, operation 216 may be performed by an activity executionmodule the same as or similar to activity execution module 112 (shown inFIG. 1 and described herein).

At operation 218, in cases where it is determined that the user inputsreceived in operation 208 are in accordance with the crafting activityparameters, the crafting activity may be executed in the virtual spacefor the user. In some implementations, operation 218 may be performed byan activity execution module the same as or similar to activityexecution module 112 (shown in FIG. 1 and described herein).

At operation 220, one or more crafted items may be produced in thevirtual space based on the execution of the crafting activity. In someimplementations, operation 220 may be performed by an activity executionmodule the same as or similar to activity execution module 112 (shown inFIG. 1 and described herein).

FIG. 3 illustrates another exemplary method 300 for dynamicallydetermining crafting parameters based on user usage rate of a virtualspace. The operations of method 300 presented below are intended to beillustrative. In some embodiments, method 300 may be accomplished withone or more additional operations not described, and/or without one ormore of the operations discussed. Additionally, the order in which theoperations of method 300 are illustrated in FIG. 3 and described belowis not intended to be limiting.

In some embodiments, method 300 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 300 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 300.

At operation 302, an instance of a virtual space may be executed andimplemented to determine view information for transmission to one ormore client computing platforms associated with users. The users mayparticipate in the virtual space by controlling entities therein. Insome implementations, operation 302 may be performed by a space modulethe same as or similar to space module 106 (shown in FIG. 1 anddescribed herein).

At operation 304, one or more crafting activity parameters may bedetermined for a crafting activity for a user based on a usage rate ofthe virtual space by the user. Examples of crafting activity parametersmay include, but not limited to, time, resource, crafting recipe, itemthat may be crafted, and/or any other crafting activity parameters. Thedetermined parameters of a crafting activity may be used to execute thecrafting activity in the virtual space. The user usage rate may bedetermined to measure a level of interaction with the virtual space bythe users, such as, but not limited to, an amount of time spent in thevirtual space, an amount of virtual and/or real currencies spent in thevirtual space, a number of quests, missions, campaign and/or any othervirtual space activities participated in the virtual space, a number ofvirtual space locations engaged in the virtual space, and/or any otheruser interactions with the virtual space. The determined craftingactivity parameters based on the user usage rate of the virtual spacemay provide the user an opportunity to complete the crafting activity inor at the end of a play session, a period, and/or any other virtualspace or real-world time window. In some implementations, operation 304may be performed by an activity parameter module the same as or similarto activity parameter module 110 (shown in FIG. 1 and described herein).

At operation 306, the crafting activity for which parameters aredetermined in operation 304 may be provided to the user in the virtualspace. In some implementations, operation 306 may be performed by aspace module the same as or similar to space module 106 (shown in FIG. 1and described herein).

At operation 308, user inputs initiating execution of the craftingactivity provided to users in operation 306 may be received from theuser. In some implementations, operation 308 may be performed by a spacemodule the same as or similar to space module 106 (shown in FIG. 1 anddescribed herein).

At operation 310, the user inputs received in operation 308 may beverified against the parameters of the crafting activity. In someimplementations, operation 310 may be performed by an activity executionmodule the same as or similar to activity execution module 112 (shown inFIG. 1 and described herein).

At operation 312, a determination whether the user inputs are inaccordance with the parameters of the crafting activity is made. In someimplementations, operation 312 may be performed by an activity executionmodule the same as or similar to activity execution module 112 (shown inFIG. 1 and described herein).

At operation 314, in cases where it is determined that the user inputsreceived in operation 308 are in accordance with the crafting activityparameters, the crafting activity may be executed in the virtual spacefor the user. In some implementations, operation 314 may be performed byan activity execution module the same as or similar to activityexecution module 112 (shown in FIG. 1 and described herein).

At operation 316, one or more crafted items may be produced in thevirtual space based on the execution of the crafting activity. In someimplementations, operation 316 may be performed by an activity executionmodule the same as or similar to activity execution module 112 (shown inFIG. 1 and described herein).

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

What is claimed is:
 1. A system configured to dynamically determinecrafting parameters based on rates of usage, the system comprising: acomputer-readable storage medium storing machine-readable instructions;and one or more processors configured by machine-readable instructionsto: establish one or more network connections with remotely locatedclient computing platforms, wherein the remotely-located clientcomputing platforms are associated with users of a computer-implementedgame; execute and implement an instance of the computer-implementedgame, wherein executing and implementing the instance of thecomputer-implemented game includes: facilitate a presentation of viewsof the computer-implemented game at the remotely-located clientcomputing platforms via the one or more network connections; receive viathe one or more network connections, inputs from the remotely-locatedclient computing platforms to interact with the instance of thecomputer-implemented game; and facilitate activities within the instanceof the computer-implemented game, wherein the activities includecrafting activities initiated based on one or more of the receivedinputs, wherein the crafting activities are executed in accordance withcrafting activity parameters; determine for individual users, individualrates of usage, such that a first rate of usage is determined for afirst user, wherein the first rate of usage includes at least an averageplay session time representing the average amount of real-world timespent by the first user per play session of the first user within thecomputer-implemented game; determine for the individual users, values ofthe crafting activity parameters of the crafting activities based on theindividual rates of usage, such that values of a first set of parametersof a first crafting activity is determined for the first user based onthe first rate of usage, wherein the first set of parameters of thefirst crafting activity include a time parameter that defines an amountof time required to complete the first crafting activity for the firstuser and the value of the time parameter for the first user isdetermined by determining an initial value of the time parameter for thefirst crafting activity and adjusting the value of the time parameter tocorrespond to the average play session time of the first user responsiveto the initial value of the time parameter being greater than theaverage play session time; and execute one or more of the initiatedcrafting activities in accordance with the crafting activity parameters,wherein the first crafting activity is executed for the first user inaccordance with the first set of parameters.
 2. The system of claim 1,wherein the average amount of real-world time spent by the first userduring individual play sessions of the first user within thecomputer-implemented game is determined over a sliding window ofreal-world time.
 3. The system of claim 1, wherein the craftingactivities include activities that combine, transform, and/or transmutevirtual resources within the computer-implemented game to produce thecorresponding virtual items within the computer-implemented game.
 4. Thesystem of claim 1, wherein the one or more processors are configured bymachine-readable instructions such that the first set of parameters ofthe first crafting activity further includes one or more of a resourcerecipe, outcome, or success rate parameter.
 5. The system of claim 1,wherein the one or more processors are further configured bymachine-readable instructions such that the determination of the firstset of parameters of the first crafting activity is further based on oneor more of a skill, an experience level, a class, a race, a profession,a virtual item owned, or power-ups earned by the first user.
 6. A methodfor dynamically determining crafting parameters based on rates of usage,the method being implemented in one or more physical processorsconfigured by machine-readable instructions, the method comprising:establishing one or more network connections between remotely-locatedclient computing platforms and a server, wherein the remotely-locatedclient computing platforms are associated with users of acomputer-implemented game; executing and implementing, by the server, aninstance of the computer-implemented game, wherein executing andimplementing the instance of the computer-implemented game comprises:facilitating a presentation of views of the computer-implemented game atthe remotely-located client computing platforms via the one or morenetwork connections; receiving via the one or more network connections,inputs from the remotely located client computing platforms to interactwith the instance of the computer-implemented game; and facilitatingactivities within the instance of the computer-implemented game, whereinthe activities include crafting activities initiated based on one ormore of the received inputs, wherein the crafting activities areexecuted in accordance with crafting activity parameters; determining,by the server, for individual users, individual rates of usage, suchthat a first rate of usage is determined for a first user, wherein thefirst rate of usage includes at least an average play session timerepresenting the average amount of real-world time spent by the firstuser per play session of the first user within the computer-implementedgame; determining, by the server, for the individual users, values ofthe crafting activity parameters of the crafting activities based on theindividual rates of usage, such that values of a first set of parametersof a first crafting activity is determined for the first user based onthe first rate of usage, wherein the first set of parameters of thefirst crafting activity include a time parameter that defines an amountof time required to complete the first crafting activity for the firstuser and determining the value of the time parameter for the first usercomprises determining an initial value of the time parameter for thefirst crafting activity and adjusting the value of the time parameter tocorrespond to the average play session time of the first user responsiveto the initial value of the time parameter being greater than theaverage play session time; and executing, by the server, one or more ofthe initiated crafting activities in accordance with the craftingactivity parameters, wherein the first crafting activity is executed forthe first user in accordance with the first set of parameters.
 7. Themethod of claim 6, wherein the average amount of real-world time spentby the first user during individual play sessions of the first userwithin the computer-implemented game is determined over a sliding windowof real-world time.
 8. The method of claim 6, wherein the craftingactivities include activities that combine, transform, and/or transmutevirtual resources within the computer-implemented game to produce thecorresponding virtual items within the computer-implemented game.
 9. Themethod of claim 6, wherein the first set of parameters of the firstcrafting activity further includes one or more of a resource, recipe,outcome, or success rate parameter.
 10. The method of claim 6, whereinthe determination, by the server, of the first set of parameters of thefirst crafting activity is further based on one or more of a skill, anexperience level, a class, a race, a profession, a virtual item owned,or power-ups earned by the first user.